I particularly enjoy the Himedere approach, but only because it makes their victory at the end that much more satisfying if I do it right.
I particularly enjoy the Himedere approach, but only because it makes their victory at the end that much more satisfying if I do it right.
Another Himedere checking in. I love setting up situations where the players and/or the characters squirm in anguish about what to do.
My favorite so far was an estranged princess living as a man and hostel owner. He had turned his back on the throne and wanted little to do with it. As a bonus he was the only child of the king's only remaining child. Fast forward a bit and he needed a (legal) favor from the king. Went to court and met with his grandfather. The king would do it, no strings attached if a) he returned to court and resumed his duties as prince and b) sired an heir.
There were a good thirty minutes of the players anguishing if he should accept while going deep into character motivations and the setting. During that game I don't think I did as much concrete worldbuildning as during those thirty minutes. I loved it, the players loved it. Great time.
Speaking as a player (most of the time) I love making things worse for my poor character. And I send my evilest ideas to my DM. Who then makes them heartachingly worse. It's great.
One of the things I really like about Fate as a rules system, is that is built in. Every character has a Trouble and other aspects. So if your trouble is like "Manners of a goat", you can be like "Wouldn't it be fun if I completely insulted the Baron at this dinner??" If everyone agrees, you get a fate point.
The DM can also "compel" you on aspects in a similar way.
One of my players has an outstanding bounty and there's been a lot of "You know what this scene needs? Razor to show up." compels.